Why is the game not just tiny, but so much wider than it is tall? They can come from any direction but I'm blind if they don't come from east or west. If you're worried about screen space, don't. I can fit 6.5 of these on one monitor.
The randomness of loot gets extremely tiresome, to the point that in later matches you're better off just restarting if the early rolls are bad. A guaranteed small increase would be far better.
The graphics do no favors. The highlighting is insufficient to distinguish highlighted items, and rapidly toggling the highlight only marginally better. When a cell takes two items, the selected item is also not sufficiently differentiated. It is trying to parse the imagery that gets most tedious, and would be frustrating if the puzzles became more difficult (but they do not).
Desperately needs the option to spend souls on permanent upgrades, and a length/difficulty curve to accommodate it. Without that, it's just doing the same thing over and over, with no sense of progress. The game mechanics are simple and decent. But because there's no learning curve, it's just luck dictating when you finally make the one (tiny, if even) mistake that ends it. After 10+ games, I still may make it to the 10th level or die on the 2nd. Also, why offer a "continue" button when the game is actually just over?
Play on Firefox/Pale Moon if you don't want horrible UI lag. Play on Chrome if you want to keep your high score. Either browser has the bug with red blocks occasionally not rendering until they move, but it seems worse in Chrome.
30-second videos get to be really long after watching the same one 150 times in a row. But hey, it's a great way to drive away your audience AND give advertisers minimum value.
The instructions would make a lot more sense if the first example had more than one block to select (and a visual wouldn't hurt either). Also, the precision required to drop blocks in place would stand to be a lot more forgiving (if some portion of a block covers the center of the intended slot, that's close enough to infer clear intent).
Solid, but really needs display of ammo remaining and maybe basic weapon info (spread, fire rate, accuracy). Also difficulty ramps up a bit fast but then the whole game is over pretty fast - needs much more content (more of roughly the same is fine). I'll also echo others, that ending with real-time playback would be a really memorable and enjoyable feature.
Thank goodness the bodies don't pile up and form blockades. :)
Buildings will repair during day, and when upgraded. A healing tower is on my list of ideas to consider